2008 | OriginalPaper | Chapter
Control Structure and Multi-Resolution Techniques for Virtual Human Representation
Authors : Thomas di Giacomo, HyungSeok Kim, Laurent Moccozet, Nadia Magnenat-Thalmann
Published in: Shape Analysis and Structuring
Publisher: Springer Berlin Heidelberg
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A virtual human is a typical instance of articulated physical objects: it does not have only one shape but many, corresponding to all the possible postures that the underlying articulated skeleton can reach. For realistic rendering results, a high-quality texture is usually associated to the shape and skeleton structure. Controlling and animating a virtual human model requires simultaneously many graphics and computational resources.
The first part of this chapter discusses the control articulated skeleton structure and different approaches to build skeletons [10] and bind it to the geometry. The second part addresses the production of LoDs for virtual humans, both for the 3D shape (geometry) and the articulated skeleton (motion and animation).